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Great Rift Adventures 1-5
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Great Rift Adventures 1-5

Great Rift Adventures 1-5

$44.99
Great Rift Adventures 1-5
$44.99

The Story

Deep in the Great Rift lie ancient mysteries, strange alien races and human cultures who have not seen offworld contact in centuries. Great Rift Adventures 1–5 provides a set of adventures that can be inserted into any ongoing campaign set in this region of the Charted Space universe, while showcasing the Great Rift and some of the worlds within. 

Islands in the Rift: The Travellers are sent to Amondiage in the Old Islands subsector to pick up a starship. Their mission is to take it to Zuflucht for transfer into Imperial space ‘behind the claw’ in Deneb or the Trojan Reach. However, the task is not simple; the ship is not sitting on a berthing pad at Amondiage – it is in fact on an entirely different world and not in a flyable condition...

Deepnight Endeavour: The Travellers board a derelict exploration vessel to locate fuel. With no way to get home, they discover there are survivors, and that the ship has taken aboard a malevolent entity seeking to reach an inhabited planet. The Travellers might simply try to escape or they could attempt to destroy the entity, but they will face opposition from the original crew as well as the entity itself.

Flatlined: The Travellers wake up from cold sleep after nearly flatlining, and find themselves in a sinking ship on an unknown world. They must escape their predicament, make their way to safety and hopefully find their way off the forlorn planet.

The Lost Garden: The Travellers visit Garden, an out-of-the way world that was once the homeworld of the Salika. The Travellers will have to delve into an ancient research facility to find the artefact their patron seeks and try not to bring the entire compound crumbling down upon themselves in the process.

The Undying: The Travellers journey to Rraerrgdzakaek in the Great Rift, and into the arms of a Vargr doomsday cult who are hellbent on not letting them leave the world. The Travellers will need to work out a way to get off the world alive, avoiding the dangerous wildlife and the roving groups of cultists.

Description

Deep in the Great Rift lie ancient mysteries, strange alien races and human cultures who have not seen offworld contact in centuries. Great Rift Adventures 1–5 provides a set of adventures that can be inserted into any ongoing campaign set in this region of the Charted Space universe, while showcasing the Great Rift and some of the worlds within. 

Islands in the Rift: The Travellers are sent to Amondiage in the Old Islands subsector to pick up a starship. Their mission is to take it to Zuflucht for transfer into Imperial space ‘behind the claw’ in Deneb or the Trojan Reach. However, the task is not simple; the ship is not sitting on a berthing pad at Amondiage – it is in fact on an entirely different world and not in a flyable condition...

Deepnight Endeavour: The Travellers board a derelict exploration vessel to locate fuel. With no way to get home, they discover there are survivors, and that the ship has taken aboard a malevolent entity seeking to reach an inhabited planet. The Travellers might simply try to escape or they could attempt to destroy the entity, but they will face opposition from the original crew as well as the entity itself.

Flatlined: The Travellers wake up from cold sleep after nearly flatlining, and find themselves in a sinking ship on an unknown world. They must escape their predicament, make their way to safety and hopefully find their way off the forlorn planet.

The Lost Garden: The Travellers visit Garden, an out-of-the way world that was once the homeworld of the Salika. The Travellers will have to delve into an ancient research facility to find the artefact their patron seeks and try not to bring the entire compound crumbling down upon themselves in the process.

The Undying: The Travellers journey to Rraerrgdzakaek in the Great Rift, and into the arms of a Vargr doomsday cult who are hellbent on not letting them leave the world. The Travellers will need to work out a way to get off the world alive, avoiding the dangerous wildlife and the roving groups of cultists.

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